asingh said:
More blah blah blah
The developers, always right separate code for consoles and then the PC. You cannot just pick a common code, and port it 100%. I am sure you knew that. Sorry if I missed the jist of the question, then. I though you meant, if a code is written for Dx11, will it have to be written separate for Dx10, NO.
Developers neednt write separate code for various platforms if the same libraries are available on both platforms. For instance, if a developer codes in OpenGL, he neednt have code separately for Windows and Linux because OpenGL is available for both platforms (Thanks iGo).
Similarly a developer using NVIDIA PhysX will be able to port between Windows PC and PS3 because the libraries are available for both platforms. You *can* write common code and port it 100% as long as you are using libraries/API that are available in both platforms.
asingh said:
By the way, "university exams". Grow up man. How did you reach 1K+ posts here, with this type of arrogant attitude. Do you
...
I finished university and then a professional masters around 9 years ago. Am grown up and mature, so will not make comments like you.
Good for you! I couldnt care less about what you studied or what you are doing now.
Half your previous post about DirectX was a blatant copy-paste from Wikipedia. Unfortunately you copied the stuff about DirectSound and how the Xbox name was decided too, which is irrelevant to this thread. You could have just linked to the Wikipedia article about
DirectX instead of spouting irrelevant BS here.
Stick to the topic of this thread. I would be very happy if you could write a separate article explaining APIs and how they work, but not in this thread.
asingh said:
Thanks. Though where did I deviate from this. Ok, if you wanted to understand the business model and I explained the technical aspects. Sorry. Next time I will specially ask you, what you mean, if I have a doubt.
I simply answered your question. Nothing more. Glad that you agree with me
iGo said:
@Asingh: You're are confusing API access to Open Source / Code Sharing models... I believe what Raghu asked is "what part of SOURCE CODE was shared by MS in DX11?". Giving access to
...
mixing few things wrong and that's where the confusion might be coming from.
You are correct. Thanks for taking the effort to explain my previous post too
asingh said:
I straight away in my first line of the post had mentioned that "The standard and/or source code is never shared for a technology which is made 'accessible' to developers for a fee" So where is the confusion..? Yes, even I understand the code is not open for changes by developers, have I not been singing that in all the above posts..?
Firstly, there is no fee charged for the SDK - for DX11 or NVIDIA PhysX. No issues if you thought so though.
Secondly, NVIDIA PhysX source code IS available for developers to make modifications and changes as per their requirement. This requires a developer to pay a fee of $50,000. Now which do you feel is better - DX11 or NVIDIA PhysX?
asingh said:
That is what I meant by code conditioning. The game can read what hardware is available to the system, check Dx version, an subsequently execute.
Isnt this what a separate code path is? What is the difference between conditioning and code path?
asingh said:
It is not shared. It can be used by API method. OK, should have just written. NO it is not shared.
To make it easier for Raghu. He got confused I guess.
This would have been perfectly adequate for me and relevant to this thread
asingh said:
I gave my rant about backward compatibility and limited feature run
You talked abt backward compatibility between Windows DX versions. My question was specifically about different platforms, PS3 and Windows. There is no DX9, 10, 11 on PS3. You totally missed the point and gave an irrelevant answer yet again.
asingh said:
Again the above, mentioning the device drivers, and all that jazz.
I had a simple question about how a developer would feel writing different code paths for platforms, you still havent answered the question.
Icon_211 said:
Well, we are yet to see how powerful the physics functions are on the Dx11 API. But if it can deliver the goodies, then nothing like it. Just having one powerful board to perform both functions -- 3d render and Phsysics render would be manna from heaven. nVidia is really playing bad tactics this is what I feel. But their business practices are really bad. But what the heck is Aegia Physx. Why do users have to install a 2nd to fully utilize this. When Physics initially started to come out in games, cards could render it nice. Then nVidia comes out with this logic to implement in on a secondary GPU -- and too theirs only. Else their software will disable it. How lame and pathetic. Using this path, they are forcing users to buy more nVidia hardware --- thus increase sales.
With so many cross-platform games today, do you expect game makers to use different physics engines for consoles and PCs? Or use NVIDIA PhysX which is available for almost all platforms?
NVIDIA took the effort, money and time to write PhysX on CUDA, which works only on NVIDIA cards. Since PhysX is an open standard, ATI is welcome to implement PhysX on their cards using Stream, in which case it will work only on ATI cards.
NVIDIA will only make the effort to ensure it works on their own GPU, not on competitors'.
Icon_211 said:
but i have one doubt related to the topic Physx can be used on mac os wer the windows DX11 cannot, so thers a advantage to Physx' is it? only doubt bcoz i hav no idea abt mac's api/xxxxx"""???
EDIT: I dont think NVIDIA PhysX is available on Mac yet.